War3zuk Posted October 18, 2019 Author Share Posted October 18, 2019 It just adds a way to add to the in game resource Link to comment Share on other sites More sharing options...
rommel64 Posted October 19, 2019 Share Posted October 19, 2019 I know this would be impossibly hard but I was wondering if it would be possible to make your titanium mod an upgrade Option. Link to comment Share on other sites More sharing options...
War3zuk Posted October 19, 2019 Author Share Posted October 19, 2019 It goes above my understanding of Xpath sorry If I use Append to add a modified Block I get an error as the code is only added, It doesnt replace the original so you end up with 2 of the same in which the game resorts to the original code & gives an error... Someone would need to explain to me how I get my code to over write the original code or replace it totally on loading.. Link to comment Share on other sites More sharing options...
rommel64 Posted October 19, 2019 Share Posted October 19, 2019 I just figured anyone who could fix a gun could certainly make an upgrade happen, but sometimes I do ask too much of people. I'm just kidding lol. Link to comment Share on other sites More sharing options...
War3zuk Posted October 19, 2019 Author Share Posted October 19, 2019 Fixing the Gun was only a case of adding the correct Tag Then spending an Hour setting up the correct code for the alignment of the pieces As it worked in Alpha 17.4 so only a few minor changes.. Allowing an upgrade of a block that doesnt have an upgrade requires proper Xpath skillz lol Link to comment Share on other sites More sharing options...
rommel64 Posted October 19, 2019 Share Posted October 19, 2019 How are you at speeding up the bullet making process is way too slow the way it is? Link to comment Share on other sites More sharing options...
War3zuk Posted October 19, 2019 Author Share Posted October 19, 2019 <recipe name="ammo9mmBulletBall" count="1" craft_time="1" craft_area="workbench" tags="workbenchCrafting"> I think that would work if you add that line thats in Bold to each of the Recipes for ammo crafting Link to comment Share on other sites More sharing options...
MrSamuelAdam Posted October 19, 2019 Share Posted October 19, 2019 Hey Tallon... I like the increase player movement speed... But you have anything for zombies that matches it? Just find when I'm faster, makes it too easy to run away from zeds. Link to comment Share on other sites More sharing options...
War3zuk Posted October 19, 2019 Author Share Posted October 19, 2019 In all Fairness your always able to Outrun them & outsmart them, The Mod was only intended to allow the player to feel as though their moving at a natural pace, You can always go into the XML & take a point or 2 of each Link to comment Share on other sites More sharing options...
MrSamuelAdam Posted October 19, 2019 Share Posted October 19, 2019 In all Fairness your always able to Outrun them & outsmart them, The Mod was only intended to allow the player to feel as though their moving at a natural pace, You can always go into the XML & take a point or 2 of each Ohhh gotcha. Alright. Makes sense! Link to comment Share on other sites More sharing options...
War3zuk Posted October 20, 2019 Author Share Posted October 20, 2019 Added No Kick for Auger & Chainsaw Link to comment Share on other sites More sharing options...
imchrislance Posted October 20, 2019 Share Posted October 20, 2019 I change the 5 to 3 Link to comment Share on other sites More sharing options...
War3zuk Posted October 22, 2019 Author Share Posted October 22, 2019 Added back My Custom HD Lock Pick with Custom Model, but updated it to only Crack Hidden Paintings Link to comment Share on other sites More sharing options...
Ozzland Posted October 22, 2019 Share Posted October 22, 2019 Getting on object error when using the "War3zuk Insane Quests" mod After gathering the 500 paper needed to create the "War3zuk Quest 01" item On use of the quest item it gives an error in the console: Object reference not set to an instance of an object. After the error if you check your quest log there is also no new quest listed. Link to comment Share on other sites More sharing options...
War3zuk Posted October 23, 2019 Author Share Posted October 23, 2019 Fixed & Updated, Thanks for pointing it out Its always only been 100 Paper thats never changed.. Link to comment Share on other sites More sharing options...
MrSamuelAdam Posted October 24, 2019 Share Posted October 24, 2019 War3zuk Insane Quests Had a go at doing my own Quests, Not easy so for the player.... Are these harder than tier 5 quests? And what kind of rewards we talking here Link to comment Share on other sites More sharing options...
War3zuk Posted October 24, 2019 Author Share Posted October 24, 2019 It was when I Did my 1st Unity Model which was the Machete which is why I made the Quest.. 10 zombies, kill5 10 dogs kill 5 10 pissed of boars kill 5 all with a standard Machete, once complete you get my Machete, custom model as said & does slightly better damage than a top tier level 6, The other quest was just a play about with seeing how the code worked with sending the player to different areas to kill various things... On difficulty ive no clue how to answer that as I found it a challenge but not to hard.. Link to comment Share on other sites More sharing options...
War3zuk Posted October 24, 2019 Author Share Posted October 24, 2019 Updated the NO Kick mod to Include the Uager & Chainsaw NO longer attracting screamers the way it did Fixed/Edited Punisher 50 DE, Ammo supplies & Added a Trader location Quest for use at any time on Random Gen, Also added 10 slot crafting & trader tweaks Link to comment Share on other sites More sharing options...
Deviator Posted November 1, 2019 Share Posted November 1, 2019 Using the golden ticket and the ammo mods and get xpath errors. The items show up in game but have no icons. I am also using SMX bigger bag and ui mods if that helps. I noticed you posted something about entityclasses.XML and how to fix it for another of your mods... is there a way to do the same for these 2 mods of yours/ The bigger bag mod does use that XML file. Link to comment Share on other sites More sharing options...
War3zuk Posted November 2, 2019 Author Share Posted November 2, 2019 Only way to fix the Issue is to decide on 1 & remove the other using the <!-- --> line they will clash when loading which will mean certain parts will load & certain parts wont which will lead to errors... I know 100% that the mods load without error so just do a little checking I tend to stick to The SMX mods for backpack & UI as they tend to work well & dont clash... ALSO (Important) These Mods are no longer updated as I switched to GitHub once I got rid of all the small errors.... https://7daystodie.com/forums/showthread.php?131699-War3zuk-Tallon-Alpha-18-1-Stable-Modlets-GitHub Link to comment Share on other sites More sharing options...
Seal77 Posted November 2, 2019 Share Posted November 2, 2019 By any chance does the A18 20k stack work in 17.4? Also keep up the good work on the mods you, just awesome! Link to comment Share on other sites More sharing options...
War3zuk Posted November 3, 2019 Author Share Posted November 3, 2019 You can just load the mod & press F1 to see if it generates any errors.. its the easiest way to check to see if they renamed anything... Link to comment Share on other sites More sharing options...
Nacron83 Posted November 4, 2019 Share Posted November 4, 2019 We have the problem that the chunk will always be reset in which the HD Forges are, is this a known bug? It is at the moment only a guess that it is the forges. But at least it's always the chunk they are in. Link to comment Share on other sites More sharing options...
Bellatori Posted November 4, 2019 Share Posted November 4, 2019 I am being dense sorry, but do I put the zip file in the /mods folder and extract the zip there? Thanks for the help Link to comment Share on other sites More sharing options...
War3zuk Posted November 4, 2019 Author Share Posted November 4, 2019 We have the problem that the chunk will always be reset in which the HD Forges are, is this a known bug? It is at the moment only a guess that it is the forges. But at least it's always the chunk they are in. Umm I will look at it shortly, Not sure why the chunk would reset with the forges unless something was changed in how the models are done in Unity ?? I havent heard anyone mention it.. Modlets go into the Mods folder in your game directory... Link to comment Share on other sites More sharing options...
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